rendered paste body/* SA:MP Functions
*
* (c) Copyright 2005-2006, SA:MP Team
*
* Version: $Id: a_samp.inc,v 1.43 2006/05/07 17:32:29 kyeman Exp $
*/
#if defined _samp_included
#endinput
#endif
#define _samp_included
#pragma library samp
#include <core>
#include <float>
#include <string>
#include <file>
#include <time>
#include <datagram>
// --------------------------------------------------
// Natives
// --------------------------------------------------
// Util
native print(const string[]);
native printf(const format[], {Float,_}:...);
native format(output[], len, const format[], {Float,_}:...);
native SendClientMessage(playerid, color, const message[]);
native SendClientMessageToAll(color, const message[]);
native SendDeathMessage(killer,killee,weapon);
native GameTextForAll(const string[],time,style);
native GameTextForPlayer(playerid,const string[],time,style);
native SetTimer(funcname[], interval, repeating);
native SetTimerEx(funcname[], interval, repeating, parameter);
native KillTimer(timerid);
native GetTickCount();
native GetMaxPlayers();
native CallRemoteFunction(const function[], const format[], {Float,_}:...);
native Float:asin(Float:value);
native Float:acos(Float:value);
native Float:atan(Float:value);
// Game
native SetGameModeText(const string[]);
native SetTeamCount(count);
native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
native AddStaticPickup(model,type,Float:X,Float:Y,Float:Z);
native ShowNameTags(show);
native ShowPlayerMarkers(show);
native GameModeExit();
native SetWorldTime(hour);
native GetWeaponName(weaponid, const weapon[], len);
native EnableTirePopping(enable);
native AllowInteriorWeapons(allow);
native SetWeather(weatherid);
native SetGravity(Float:gravity);
native AllowAdminTeleport(allow);
native SetDeathDropAmount(amount);
// Admin
native IsPlayerAdmin(playerid);
native Kick(playerid);
native Ban(playerid);
native SendRconCommand(command[]);
// Player
native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native SpawnPlayer(playerid);
native SetPlayerTeam(playerid, teamid);
native GetPlayerTeam(playerid);
native SetPlayerSkin(playerid, skinid);
native SetPlayerScore(playerid,score);
native GetPlayerScore(playerid);
native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
native GetPlayerHealth(playerid, &Float:health);
native SetPlayerHealth(playerid, Float:health);
native PutPlayerInVehicle(playerid, vehicleid, seatid);
native RemovePlayerFromVehicle(playerid);
native IsPlayerInVehicle(playerid, vehicleid);
native IsPlayerInAnyVehicle(playerid);
native GetPlayerName(playerid, const name[], len);
native SetPlayerColor(playerid,color);
native GetPlayerColor(playerid);
native GetPlayerVehicleID(playerid);
native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
native DisablePlayerCheckpoint(playerid);
native IsPlayerInCheckpoint(playerid);
native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
native DisablePlayerRaceCheckpoint(playerid);
native IsPlayerInRaceCheckpoint(playerid);
native SetPlayerInterior(playerid,interiorid);
native GetPlayerInterior(playerid);
native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z);
native SetCameraBehindPlayer(playerid);
native TogglePlayerControllable(playerid, toggle);
native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
native GivePlayerMoney(playerid,money);
native SetPlayerFacingAngle(playerid,Float:ang);
native GetPlayerFacingAngle(playerid,&Float:ang);
native GetPlayerMoney(playerid);
native ResetPlayerMoney(playerid);
native IsPlayerConnected(playerid);
native GetPlayerState(playerid);
native ResetPlayerWeapons(playerid);
native GivePlayerWeapon(playerid, weaponid, ammo);
native GetPlayerIp(playerid, name[], len);
native GetPlayerPing(playerid);
native GetPlayerWeapon(playerid);
native SendRconClientsMessage(message[]);
native SetPlayerArmour(playerid, Float:armour);
native GetPlayerArmour(playerid, &Float:armour);
native GetPlayerKeys(playerid);
native SetPlayerMarker(playerid, targetid, toggle);
native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color);
native RemovePlayerMapIcon(playerid, iconid);
native GetPlayerAmmo(playerid);
native SetPlayerAmmo(playerid, weaponslot, ammo);
native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
native AllowPlayerTeleport(playerid, allow);
// Vehicle
native CreateVehicle(vehicletype, Float:x, Float:y, Float:z, Float:rotation, color1, color2, respawn_delay);
native DestroyVehicle(vehicleid);
native GetVehiclePos(vehicleid, &Float:x, &Float:y, &Float:z);
native SetVehiclePos(vehicleid, Float:x, Float:y, Float:z);
native SetVehicleZAngle(vehicleid, Float:z_angle);
native SetVehicleParamsForPlayer(vehicleid,playerid,objective,doorslocked);
native SetVehicleToRespawn(vehicleid);
native LinkVehicleToInterior(vehicleid, interiorid);
native AddVehicleComponent(vehicleid, componentid);
native ChangeVehicleColor(vehicleid, color1, color2);
native ChangeVehiclePaintjob(vehicleid, paintjobid);
native SetVehicleHealth(vehicleid, Float:health);
native GetVehicleHealth(vehicleid, &Float:health);
native AttachTrailerToVehicle(trailerid, vehicleid);
native DetachTrailerFromVehicle(trailerid, vehicleid);
native IsTrailerAttachedToVehicle(trailerid, vehicleid);
// Objects
native CreateObject(modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ);
native SetObjectPos(objectid, Float:X, Float:Y, Float:Z);
native GetObjectPos(objectid, &Float:X, &Float:Y, &Float:Z);
native GetObjectRotation(objectid, &Float:RotX, &Float:RotY, &Float:RotZ);
native SetObjectRotation(objectid, Float:RotX, Float:RotY, Float:RotZ);
native IsValidObject(objectid);
native DestroyObject(objectid);
// --------------------------------------------------
// Defines
// --------------------------------------------------
// States
#define PLAYER_STATE_NONE 0
#define PLAYER_STATE_ONFOOT 1
#define PLAYER_STATE_DRIVER 2
#define PLAYER_STATE_PASSENGER 3
#define PLAYER_STATE_EXIT_VEHICLE 4 // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_DRIVER 5 // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER 6 // (used internally)
#define PLAYER_STATE_WASTED 7
#define PLAYER_STATE_SPAWNED 8
// Misc
#define MAX_PLAYER_NAME 24
#define MAX_PLAYERS 100
#define MAX_VEHICLES 254
#define INVALID_PLAYER_ID 255
#define NO_TEAM 255
// Weapons
#define WEAPON_BRASSKNUCKLE 1
#define WEAPON_GOLFCLUB 2
#define WEAPON_NITESTICK 3
#define WEAPON_KNIFE 4
#define WEAPON_BAT 5
#define WEAPON_SHOVEL 6
#define WEAPON_POOLSTICK 7
#define WEAPON_KATANA 8
#define WEAPON_CHAINSAW 9
#define WEAPON_DILDO 10
#define WEAPON_DILDO2 11
#define WEAPON_VIBRATOR 12
#define WEAPON_VIBRATOR2 13
#define WEAPON_FLOWER 14
#define WEAPON_CANE 15
#define WEAPON_GRENADE 16
#define WEAPON_TEARGAS 17
#define WEAPON_MOLTOV 18
#define WEAPON_COLT45 22
#define WEAPON_SILENCED 23
#define WEAPON_DEAGLE 24
#define WEAPON_SHOTGUN 25
#define WEAPON_SAWEDOFF 26
#define WEAPON_SHOTGSPA 27
#define WEAPON_UZI 28
#define WEAPON_MP5 29
#define WEAPON_AK47 30
#define WEAPON_M4 31
#define WEAPON_TEC9 32
#define WEAPON_RIFLE 33
#define WEAPON_SNIPER 34
#define WEAPON_ROCKETLAUNCHER 35
#define WEAPON_HEATSEEKER 36
#define WEAPON_FLAMETHROWER 37
#define WEAPON_MINIGUN 38
#define WEAPON_SATCHEL 39
#define WEAPON_BOMB 40
#define WEAPON_SPRAYCAN 41
#define WEAPON_FIREEXTINGUISHER 42
#define WEAPON_CAMERA 43
#define WEAPON_PARACHUTE 46
#define WEAPON_VEHICLE 49
#define WEAPON_DROWN 53
#define WEAPON_COLLISION 54
// --------------------------------------------------
// Forwards (Callback declarations)
// --------------------------------------------------
forward OnGameModeInit();
forward OnGameModeExit();
forward OnFilterScriptInit();
forward OnFilterScriptExit();
forward OnPlayerConnect(playerid);
forward OnPlayerDisconnect(playerid, reason);
forward OnPlayerSpawn(playerid);
forward OnPlayerDeath(playerid, killerid, reason);
forward OnVehicleSpawn(vehicleid);
forward OnVehicleDeath(vehicleid, killerid);
forward OnPlayerText(playerid, text[]);
forward OnPlayerCommandText(playerid, cmdtext[]);
forward OnPlayerInfoChange(playerid);
forward OnPlayerRequestClass(playerid, classid);
forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
forward OnPlayerExitVehicle(playerid, vehicleid);
forward OnPlayerStateChange(playerid, newstate, oldstate);
forward OnPlayerEnterCheckpoint(playerid);
forward OnPlayerLeaveCheckpoint(playerid);
forward OnPlayerEnterRaceCheckpoint(playerid);
forward OnPlayerLeaveRaceCheckpoint(playerid);
forward OnRconCommand(cmd[]);
forward OnPlayerPrivmsg(playerid, senderid, text[]);
forward OnPlayerRequestSpawn(playerid);